This is an early access version. Still in development.
changelog
0.02
- updated to 60 fps
- added two more levels
- new mechanic -> holes that you can fall into
0.03
- new feature title screen
- new feature menuitem to go back to level select
- new content 10th level
0.04
- new content level 11 and 12
- new feature reset level
- new game mechanic -> switches that activate stones
0.05
- new content added 4 more levels. The total level count is now 16
- fixed a bug regarding state of switches when levels are changed
- added menuitem to reset the level



Nice simple move rules, but could become very challenging, especially with big levels where the entirety of the level is bigger than the screen.
The room approach where you can always go against the outer wall and slide back to the start is an elegant way to avoid soft-locks without the need for restart or undo, but both might become necessary if you go for harder levels or inescapable sub rooms, for example.
Sliding at 1 pixel per frame 30FPS, feels sluggish. Simply changing _update to _update60 would probably feel much better, you should have plenty of CPU to spare.



Levels 13 and 14 were fun from subverting expectations : 13 has a softlock (restart level in pause menu so no problem there) when all the levels before that made me believe softlock was impossible by level design and going back to the border was always safe.
14 felt downright unsolvable, until I tried it anyway before reporting a WIP map error, only to discover that dying was the intended solution. Well played.
Didn't fall for 15, and was expecting something special for 16 and didn't find it, so maybe you got me there with reverse psychology ?
Some suggestions for the visuals : toggled walls could have a different colour, and level numbers while playing could have a 1 pixel border highlight so it doesn't merge with the background.
This is easy to do : print the level text 4 times shifted in the 4 directions in the border color, followed by once without offset in the text colour.
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